Woo hoo -- earlier than expected! Definitely worth it! I like the look of that mesh-y material on his shoulders.

With all that range in so many sliders, doesn't that cause you folks clipping nightmares with various costume pieces, or does everything scale the same as we see stuff scaling in this video?

I see wee lock symbols by various sliders. Am I right in thinking that once we get one setting right we can lock it down as we continue to experiment with the rest?

And just to confirm what's been said before: there will be a selection of pre-sets to rely on when our sliders just get way out of hand or to use as a starting point, correct?

Last question: any chance we could get a Random button by every individual slider and costume piece selector for those times when we don't want an entirely random character, but are stuck for ideas on only one element?

Thanks for the very specific comments on this video and upcoming ones. That's good communication.

I can actually think of some uses for some of those body types in the second video. :-)

This is some really, really good stuff MWM. Thanks for all the hard work!

EDIT: P.S. Nice, professional intro/transition animations between sections of the video also.

Woo hoo -- earlier than expected! Definitely worth it! I like the look of that mesh-y material on his shoulders.

With all that range in so many sliders, doesn't that cause you folks clipping nightmares with various costume pieces, or does everything scale the same as we see stuff scaling in this video?

I see wee lock symbols by various sliders. Am I right in thinking that once we get one setting right we can lock it down as we continue to experiment with the rest?

And just to confirm what's been said before: there will be a selection of pre-sets to rely on when our sliders just get way out of hand or to use as a starting point, correct?

Last question: any chance we could get a Random button by every individual slider and costume piece selector for those times when we don't want an entirely random character, but are stuck for ideas on only one element?

Thanks for the very specific comments on this video and upcoming ones. That's good communication.

I can actually think of some uses for some of those body types in the second video. :-)

This is some really, really good stuff MWM. Thanks for all the hard work!

EDIT: P.S. Nice, professional intro/transition animations between sections of the video also.

As the guy who actually coded (not the actual data or the wiring to the character - that was "Geeks") and did the planning on the sliders I can answer your questions (and I'll probably answering them again in the Twitch stream Wednesday - it will be live with little time for me to prepare as much as I'd like).

We have had some clipping in the past but I think we have that licked. Some animations we've find have amusing results though. And idle has the character's hand going into his throat slightly. Not sure if that has a ready solution yet but we'll keep trying.

The "wee lock symbol" is my artwork and code - as is the reset symbol beside it (in fact most of the slider system is based on my code). You guessed correctly on their function. Even the reset button won't work when the slider is locked. The reset option returns the slider to its default value.

There will be a selection of presets. We've even provided several already in the video. I expect this to be improved over time.

We do want to provide for randomization. I can add a per-slider randomization option if the rest of the team approves. It's just artwork and a smidgen of code for me to add to the slider widget. Maybe an hour's work for me at most.

Someone on the YouTube page asked about posture, and a dev replied that their goal is to have various "idle animations" for things like that, and aim to add more as time goes on.

I think we have something like 20+ idle animations to choose from. I'm not sure if we will use them all but who knows? We haven't touched that area of the UI design yet. The next step, AFAIK, is working on the colors. We also have on our stack skin and other textures and materials. There might be other things down the pipe that I'm not at liberty to discuss or speculate about - yet.

The game (beta) release is scheduled for this fall. We might have the character tool out earlier as part of an alpha release by the middle of this year. We have some legal issues that prohibit us from doing certain things until the game is released as part of our engine licensing agreement. We'll get there.

This is too perfect. Not only does a new episode of The Flash come on as I write this, but a new update on the Avatar Builder! Can't wait to see what else is in store in the developing months. The more visual evidence the better. Now to just hope tomorrow I will be home in time to watch the stream live.

—

"If I am to die in battle, Remember me for who I was and not what I've become..."

I note the note of the pre-alpha UI, however, I also see only 9 colors. Now, I have no problems with a 9-color working palette when choosing what colors go where. That seems handy. I just hope that there will be a way for us to choose what colors go on that palette from a Much larger pool?

I don't insist on 16-million shades, but 256, or 1024, or a few more would be handy. Just so we don't all end up the same color, right?

I note the note of the pre-alpha UI, however, I also see only 9 colors. Now, I have no problems with a 9-color working palette when choosing what colors go where. That seems handy. I just hope that there will be a way for us to choose what colors go on that palette from a Much larger pool?

I don't insist on 16-million shades, but 256, or 1024, or a few more would be handy. Just so we don't all end up the same color, right?

Be Well!
Fireheart

Because of bandwidth issues we have had to make a trade-off. I had hoped to have a palette in the million-color range but we are going for 256. The picker you see will still have a low number of favorites with the ability to expand it to a larger palette as needed. At least that's what we've been discussing the past few days. I might still use the color slider tool that we showed off at one point just to make things easier to manage (a grid of 16x16 is pretty large!). But three colors per costume piece is within our limits.

Great video folks - very slick and well-made. As for the subject - I'm really looking forward to seeing more about the possibilities this character generator opens up, and of course 'm looking forward to playing around with it myself! Awesome job all around!

We do want to provide for randomization. I can add a per-slider randomization option if the rest of the team approves. It's just artwork and a smidgen of code for me to add to the slider widget. Maybe an hour's work for me at most.

That would be a sweet QoL thing if it can be done. In the old game when I wanted a random piece, I had to count all the entries in a drop-down and figure out what sort of die roll would fit that. Come to think of it, you could use an icon of a die for the random feature.

avelworldcreator wrote:

The picker you see will still have a low number of favorites with the ability to expand it to a larger palette as needed. At least that's what we've been discussing the past few days.

This is the sort of thing (along with the comments about pre-sets) that convinces me that MWM is making sure that the large scope of options won't overwhelm folks. Sounds like this game will cater to the full range of players, making it easy to create something quick for those who want that, but also providing tons of extra options for people who want ultimate tweaking. Outstanding!

Freedom to create gnomes --> It's OK
The player creates a gnome by mistake --> It's NOT ok

There is a great need to put a meter (always visible), a measure, a shadow showing the normal height for the majority of npc, or the average value or some "named height sections" or whatever could clearly tell the player if your character will be considered "giant" or "tall" or "average" or "short" in game. Your decision how to do that.

I don't fear the quantity of players willing to create giants or gnomes, I'm sure they won't surpass the 50% of the population which is fine (imho) since the game will be full of npcs too.
The issue comes if the majority of players creates monsters on mistakes and not because they want to, because I'm pretty sure the majority of players are lazy and won't correct the mistakes, they won't restart the game and the character by re-creating it because they wanted a Superman and got a Puck (Alpha flight, shorter than Wolverine) or Giant-man and they just discover that by talking with the first 10 npcs.

Also I don't want to create the character 10 times because I need to play the game first, to get an idea of the correct height to reproduce based on the npcs I will meet at begin.

- Easy to correct (you just need to put some shadows or lines or named sections of the height).
- Great impact on immersion and credibility of the players mob and of your character compared to npcs.

Is the music done by Hellwreckage? Because I'm starting to pine for something akin to THIS PAGE that can be dumped into iTunes to give us a "sense" of the world you're inviting us to come inhabit next year. Be nice to have an online library of TITAN MUSIC that can be added to piecemeal over time when Hellwreckage finishes up work on pieces hosted somewhere here on the site.

That looks incredible. Very nice. The range of options looks pretty astounding. Not up to date on current AAA games but this is very promising.

Hoping there will be some good non-human options eventually. I think it's been said after release but I'd love to play with all sorts of body types and critters.

The mention of tails and wings sounds super fantastic. One of the best things about CoX was the ability for a low level character to fly and have nice wing animations to go with it so you could just fly around the beautiful islands and chat.

Freedom to create gnomes --> It's OK
The player creates a gnome by mistake --> It's NOT ok

There is a great need to put a meter (always visible), a measure, a shadow showing the normal height for the majority of npc, or the average value or some "named height sections" or whatever could clearly tell the player if your character will be considered "giant" or "tall" or "average" or "short" in game. Your decision how to do that.

I don't fear the quantity of players willing to create giants or gnomes, I'm sure they won't surpass the 50% of the population which is fine (imho) since the game will be full of npcs too.
The issue comes if the majority of players creates monsters on mistakes and not because they want to, because I'm pretty sure the majority of players are lazy and won't correct the mistakes, they won't restart the game and the character by re-creating it because they wanted a Superman and got a Puck (Alpha flight, shorter than Wolverine) or Giant-man and they just discover that by talking with the first 10 npcs.

Also I don't want to create the character 10 times because I need to play the game first, to get an idea of the correct height to reproduce based on the npcs I will meet at begin.

- Easy to correct (you just need to put some shadows or lines or named sections of the height).
- Great impact on immersion and credibility of the players mob and of your character compared to npcs.

Mmmh, I just noticed the "height chart" button, I guess that's what I was asking to, good.
(it's a toggle apparently and I guess is fine... but still imho it's better if the height was visible by default and disabled by pressing the toggle, not the opposite, the reason is always the lazy peoples mistakes)

I'd suggest also a vertical "sign/line" on the average/default lenght of arms, average/default distance on the eyes, etc. (or a little button you click at the end of each bar, to put that specific customizable part back to default value). That would be of a great help when you changed those and decide to get those back to default.

Freedom to create gnomes --> It's OK
The player creates a gnome by mistake --> It's NOT ok

There is a great need to put a meter (always visible), a measure, a shadow showing the normal height for the majority of npc, or the average value or some "named height sections" or whatever could clearly tell the player if your character will be considered "giant" or "tall" or "average" or "short" in game. Your decision how to do that.

I don't fear the quantity of players willing to create giants or gnomes, I'm sure they won't surpass the 50% of the population which is fine (imho) since the game will be full of npcs too.
The issue comes if the majority of players creates monsters on mistakes and not because they want to, because I'm pretty sure the majority of players are lazy and won't correct the mistakes, they won't restart the game and the character by re-creating it because they wanted a Superman and got a Puck (Alpha flight, shorter than Wolverine) or Giant-man and they just discover that by talking with the first 10 npcs.

Also I don't want to create the character 10 times because I need to play the game first, to get an idea of the correct height to reproduce based on the npcs I will meet at begin.

- Easy to correct (you just need to put some shadows or lines or named sections of the height).
- Great impact on immersion and credibility of the players mob and of your character compared to npcs.

You might have missed it but we have a control that that puts up a scale. Some people don't want it "always visible" apparently so we made a toggle. It's there though, and it works. We haven't messed much with a per-user settings system but it should be on our list.

That looks incredible. Very nice. The range of options looks pretty astounding. Not up to date on current AAA games but this is very promising.

Hoping there will be some good non-human options eventually. I think it's been said after release but I'd love to play with all sorts of body types and critters.

The mention of tails and wings sounds super fantastic. One of the best things about CoX was the ability for a low level character to fly and have nice wing animations to go with it so you could just fly around the beautiful islands and chat.

Ah! I see you posted almost as soon as I did. Some of the values you suggest might be highly subjective so we have confined ourselves to a simple numeric scale.

Is the middle of each bar the default value?
That would work too, the player won't take long to notice the default value is always set at the middle of each bar and that would be easy to re-default something when needed.

Ah! I see you posted almost as soon as I did. Some of the values you suggest might be highly subjective so we have confined ourselves to a simple numeric scale.

Is the middle of each bar the default value?
That would work too, the player won't take long to notice the default value is always set at the middle of each bar and that would be easy to re-default something when needed.

Depends entirely on each slider but if you read the earlier posts I point out that each slider has a "reset" and "lock" buttons that help you undo or protect you from such mistakes.

AWESOME WORK, GUYS! ..........................And right on schedule! Just like you said!
and I will keep you to your word...you can make anyone. I imagine the sliders on the face will be available to players and some artist will make my Raquel Welch and Barbara Eden faces! Please remember the big poofy 60's hair styles! and Jeanie needs her genie hair.

I cannot wait for the first costume contest...and now I can't wait for the 2nd kick starter!

The Nightmare is appeased. The only thing I would add is that on top of the dropdown menu for costume pieces, there also be the classic left and right buttons like in the old game. Also "prebuilt" costumes from sets. I actually used that feature for brainstorming alt looks.

Congrats on a stable chargen backend and a decent video. Add me to the number looking forward to a hands on experience. Can I hold you to the "...years to get here but a lot less than that to finish." remark? I think for my own personal sanity and for avoiding the danger being less than a positive force to this effort, I am going to walk away from following the daily activities on this forum and on Twitch for at least six months; or maybe even until later in the fall. That isn't much time in comparison to Kickstarter until now. You can thank me for making this move later ;) . This way I will be able to marvel at the rapid progress you have made to reach beta and become a business enterprise rather than throw rocks. Tick tock guys, tick tock.

Ah! I see you posted almost as soon as I did. Some of the values you suggest might be highly subjective so we have confined ourselves to a simple numeric scale.

Is the middle of each bar the default value?
That would work too, the player won't take long to notice the default value is always set at the middle of each bar and that would be easy to re-default something when needed.

Depends entirely on each slider but if you read the earlier posts I point out that each slider has a "reset" and "lock" buttons that help you undo or protect you from such mistakes.

Okay, but the numeric values in each slider do not necessarily translate well, in terms of 'size'. Proportion and 'size' are subjective, as you say, however, having some objective Scale, such as 'height-lines' helps inform that subjective sense. That way, I will have a way of knowing/measuring/judging how well my subjective size-changes translate into the results that I desire.

Ah! I see you posted almost as soon as I did. Some of the values you suggest might be highly subjective so we have confined ourselves to a simple numeric scale.

Is the middle of each bar the default value?
That would work too, the player won't take long to notice the default value is always set at the middle of each bar and that would be easy to re-default something when needed.

Depends entirely on each slider but if you read the earlier posts I point out that each slider has a "reset" and "lock" buttons that help you undo or protect you from such mistakes.

Okay, but the numeric values in each slider do not necessarily translate well, in terms of 'size'. Proportion and 'size' are subjective, as you say, however, having some objective Scale, such as 'height-lines' helps inform that subjective sense. That way, I will have a way of knowing/measuring/judging how well my subjective size-changes translate into the results that I desire.

Be Well!
Fireheart

We are stuck with numbers for space reasons on the sliders. How we label specific values, what meaning we give them, is what is personal and subjective; numbers related to proportion and size are absolutely objective. It can even vary with the same person depending on their mood and such. "Oh, it's only a mile away." "Dang! That's a mile away!". No, we are absolutely not going to put a ruler next to every part.

We are stuck with numbers for space reasons on the sliders. How we label specific values, what meaning we give them, is what is personal and subjective; numbers related to proportion and size are absolutely objective. It can even vary with the same person depending on their mood and such. "Oh, it's only a mile away." "Dang! That's a mile away!". No, we are absolutely not going to put a ruler next to every part.

Ah, no, I wasn't requesting that fine a measurement. I'd simply like to see how tall my results are. If I design a Dwarf and he turns out 'five feet tall' when I was going for 'four feet tall' and I can't Tell until I take him 'live', then that will be very annoying. It's an issue I had with CoH, where, in the Character Creator, all characters appeared the same size and you had to trust that you had set the height of the model correctly because that was on a separate Page.

Thank you for this. It's rather exciting because it makes it feel like "Wow! This is really happening!" I would say "I can't wait," but clearly I can. I'm just glad that the wait seems to be drawing to a close, and what we have been waiting for is going to be so worth it! :)

I'm stoked, but tbh on the trailer, I feel like we're in an unhappy medium between dense with a lot of info and sparse with focus on few details. More stuff in the same time or less stuff in more time would be better.

All solid progress, and the presentation quality & on-time delivery of that video is commendable. Hope this is a sign of increasingly reliable communication about development status...if so, it makes our "job" much easier when showing off the game to our contacts who we think will want to buy and play.

I also look forward to having more time to look at the features being demo'd during the next livestream.

[Edit] I see the date for the stream, but not the time. Please add that to the banner as soon as possible to help those of us who might need to juggle our schedule a bit.

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

What units will that use? Could we have a setting for both Metric and Imperial? I can't really what's super tall or not in feet, but I know centimeters pretty well.

That would be nice for the whole game, actually, now that I think about.

The engine itself is in metric.

Huh, didn't actually know UE was in Metric. I kind of assumed it was in some generic units or something, not sure where that came from.

I do like what I see here and I look forward to trying it out. And to see what amazing things/utter abominations other people can make with it. So many sliders is just inviting hopefully intentional body horrors.

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

And why not like in FF14 which allow you to put your character in a specific landscape context ?
That could be a really great thing !
I wanna try it in a street, in a room (or the orbit room :D), in a forest... just let me choose between some (maybe 3 or 4) pre-loaded backgrounds through a selector :)

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

And why not like in FF14 which allow you to put your character in a specific landscape context ?
That could be a really great thing !
I wanna try it in a street, in a room (or the orbit room :D), in a forest... just let me choose between some (maybe 3 or 4) pre-loaded backgrounds through a selector :)

My guess is that it has to do with them wanting to offer a stand-alone character creator. It's one thing to have the Character Creator access the character files, it's another thing entirely to have it support an "in-game" style location to test your costumes out in (even a very small one).

awesome update. i really like what i see so far of the chargen, can't wait to get my hands on it.
and looking forward to seeing more if it :)
also very glad to hear confirmation that everything is so far on schedule, can't wait for that beta :)
it's really exciting to see this kind of progress, keep it up and thank you for all your hard work.
i just have a little question:
would we also have a master randomize button so we can randomize everything at once and not go item by item?

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

And why not like in FF14 which allow you to put your character in a specific landscape context ?
That could be a really great thing !
I wanna try it in a street, in a room (or the orbit room :D), in a forest... just let me choose between some (maybe 3 or 4) pre-loaded backgrounds through a selector :)

My guess is that it has to do with them wanting to offer a stand-alone character creator. It's one thing to have the Character Creator access the character files, it's another thing entirely to have it support an "in-game" style location to test your costumes out in (even a very small one).

Maybe not an In Game location but at least some preset environnements to load ? even if they have not extreme details in it but just few elements to consider the size of the character in some environnements like in front of a building door, next to a tree in a lansdcape.
They probably could integer the character in a basic landscape :)

As i'm on vacation (it's school holidays in France), i expect myself to follow the twitchlive :) with coffee of course since it will be on evening in France. But, i would like to know if we could have an approximate hour of broadcast so as to convert correctly in our time zone (and, of course, spread the news in the FR communuty ^^)

We are stuck with numbers for space reasons on the sliders. How we label specific values, what meaning we give them, is what is personal and subjective; numbers related to proportion and size are absolutely objective. It can even vary with the same person depending on their mood and such. "Oh, it's only a mile away." "Dang! That's a mile away!". No, we are absolutely not going to put a ruler next to every part.

Ah, no, I wasn't requesting that fine a measurement. I'd simply like to see how tall my results are. If I design a Dwarf and he turns out 'five feet tall' when I was going for 'four feet tall' and I can't Tell until I take him 'live', then that will be very annoying. It's an issue I had with CoH, where, in the Character Creator, all characters appeared the same size and you had to trust that you had set the height of the model correctly because that was on a separate Page.

Be Well!
Firehgeart

I recall that well- I'd make a "kinda short" heroine just to find her barely reach the navel of fellow "normal height" players... or a "normal height" character that towered over doorways at mission entrances. It was easy to go to the extremes in the editor, but tough to find a good middleground.

Still an excellent update, and very promising. Makes me a bit nervous regarding the hardware I'll need to render a raid-level population clustered together at that level of detail but my PC is long overdue for an overhaul.

Metric, huh? That'll be a little rough for me, then. I understand 6 feet tall. Centimeters, no clue. A meter is roughly equivalent to a yard (3 feet), so a "3 meter tall" person is roughly 9 feet, but trying to visualize a character by a metric description would be nearly impossible. Guess I'll just have to guess and pray.

If only there were some sort of device, say a 'computing' device, that could convert from one unit to another. And if only there were many, many free software applications, let's call them 'apps', that one could download onto a handheld device, which also make these sorts of conversions... :-)

Why is it that the person who said they didn't understand Imperial didn't generate such a snide asinine response? One which assumed a smartphone that downloads apps? One that says "If you don't do things like I do, YOU need to adjust"? Particularly given that I was not in any way saying it needed to be done MY way, simply that I would have more difficulty using it than people who understand metric. And people say AMERICANS are snooty! LOL

If only there were some sort of device, say a 'computing' device, that could convert from one unit to another. And if only there were many, many free software applications, let's call them 'apps', that one could download onto a handheld device, which also make these sorts of conversions... :-)

Love the sarcasm, keep it up.

—

I am the terror that flaps in the night, I am the bug that delays a game's release.

I don't normally think in metric either. I plan to take my own advice and convert when needed. Though remembering 2 meters is roughly 6 feet is not all that difficult. And it certainly requires neither guesswork nor prayer.

I mean to be fair, CoH used meters for certain measurements (like distance to mission instance). If I ever needed to see how tall to make X character, it's not that hard to just do a quick google search.

I mostly lurk on the forums, but I have to say I am impressed. A lot of the fun in CoH was just making characters. I don't know how many I made but then never played much. Too many to count. This looks like it takes CoH to the next level (and well it should, right?). Can't wait to get my hands on it.

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

As long as NPCs aren't all 7 feet tall like in City of Heroes, this will be perfect. :P

When I complained to the CO devs (back when they existed) about Sapphire being Zdeno Chara-sized in the Anniversary event, they explained that they made NPCs oversized so they’d be visible and clickable in a crowd. Maybe if there was an interaction zone around the NPC with a “press F to talk” prompt, you could mitigate that.

I don't normally think in metric either. I plan to take my own advice and convert when needed. Though remembering 2 meters is roughly 6 feet is not all that difficult. And it certainly requires neither guesswork nor prayer.

Yes, having basic 'rules of thumb' for conversion is easy enough, but one does need to make sure they're not too rough since 2 meters is closer to 7 feet than to 6. (6'8") Whacking your head on the low door-jamb can hurt, if you forget you're taller than average. *smile*

No, we have a height scale you can toggle in and out of sight, and may possibly include a few props on a similar toggle for context.

As long as NPCs aren't all 7 feet tall like in City of Heroes, this will be perfect. :P

When I complained to the CO devs (back when they existed) about Sapphire being Zdeno Chara-sized in the Anniversary event, they explained that they made NPCs oversized so they’d be visible and clickable in a crowd. Maybe if there was an interaction zone around the NPC with a “press F to talk” prompt, you could mitigate that.

There is in CO which makes the choice to have oversized NPCs even more confusing.

I personally like the old "right click, double click, or target and click in a dropdown menu to interact" that is so prevalent in early MMOs and cRPGs.

You know, at a glance at the UI, it's looking really good. Maybe make the sliders longer, and obviously stuff like adding more pre-sets and colors, but the base UI design on the sliders looks really neat!

The only thing that I would change at a glance is the font on the sliders, to something a little more spaced out. Other than that, the panels ARE dark enough to allow while text (something I've seen UIs mess up on before) and the gradient and color choices look good!

At least height/distance conversions are pretty simple. Weight, on the other hand... "He only weighs 30 Kilos." Sounds like Greek to me. If it's important, I'll look it up, but mostly I just ignore it and gather what I need to know of the weight from context.

I don't normally think in metric either. I plan to take my own advice and convert when needed. Though remembering 2 meters is roughly 6 feet is not all that difficult. And it certainly requires neither guesswork nor prayer.

Totally worth it! I like the range in the sliders. I sometimes like making really odd toons. Maybe somebody wants to make a tank named Slappy McSlappyHands or something.It looks like it could be done. Brilliant! I'm so itchy to play! Keep up the good work.

Awesome update and terrific presentation. Good to know you are positive about your schedule for Fall. Your hard work is really starting to pay off. This is an update I'll pass on to friends to get them hooked :-)

Interestingly, I like the "fat" option that was demonstrated. This is because in CoH one of my toons went through a pregnancy, and it took a bit of playing with the generator to make her look pregnant. This will have the provision right away, it seems.

Interestingly, I like the "fat" option that was demonstrated. This is because in CoH one of my toons went through a pregnancy, and it took a bit of playing with the generator to make her look pregnant. This will have the provision right away, it seems.

Cabbit insisted we have it. Took a *lot* of work for it to look right.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Well we appreciate ol WarCabbit because it makes it possible to have some really innovative and creative toons. Im so blown away and excited to get my hands on the chargen and see what novel concepts I can come up with. GREAT JOB EVERYONE!! This is just more justification that MWM is THE successor we have been waiting patiently for. Looking forward to the twitch and all the info.

Interestingly, I like the "fat" option that was demonstrated. This is because in CoH one of my toons went through a pregnancy, and it took a bit of playing with the generator to make her look pregnant. This will have the provision right away, it seems.

Cabbit insisted we have it. Took a *lot* of work for it to look right.

All hail Warcabbit, and you for agreeing. I can't possibly be the only one with that RP idea, plus some might like to play a less well-sculpted Hero or Heroine. Something like "Uncle Marvel" of the old Marvel Family. LOL